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Post by irishthump on Apr 6, 2011 16:00:05 GMT -5
Guys,
I noticed in the FAQ that some players may choose to remove missile counters when they become "tactically irrelevant". Do any of you find many situations like that cropping up in your own games? I can imagine in large games the chances of a missile aquiring a new target would be a lot higher, but I noticed in my couple of small solo games (1 basestar vs 1 battlestar) that if missiles travelled past a target it was very difficult to get them to maneuvre themselves back into the game.
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Post by warchariot on Apr 6, 2011 16:06:09 GMT -5
We have picked up a fair number of missiles, but normally these are counters that are going to fly off the board. In a normal game for us, it is the missiles from behind that are the killers as you try to avoid the on coming ones.
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Post by coldsteel on Apr 6, 2011 16:12:41 GMT -5
We also just pick up the ones going off the board. It is fun watching the other guy's face when he successfully evades a single missile by moving right into the path of 2 more he did not notice coming up from behind.
A side note: tactically irrelevant missiles occur more frequently with larger hex sizes. We started out with 3" hexes so a battlestar occupies just 1 hex and found out any missile down the middle of the board that missed did not have enough room to turn around. Go with smaller hexes and put up with ships that overhang into the next hex.
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Post by warchariot on Apr 6, 2011 16:16:49 GMT -5
We also just pick up the ones going off the board. It is fun watching the other guy's face when he successfully evades a single missile by moving right into the path of 2 more he did not notice coming up from behind. A side note: tactically irrelevant missiles occur more frequently with larger hex sizes. We started out with 3" hexes so a battlestar occupies just 1 hex and found out any missile down the middle of the board that missed did not have enough room to turn around. Go with smaller hexes and put up with ships that overhang into the next hex. We play on 3" hexes and have not had this issue. Maybe because our table is 9x6? Anyway, with the missiles turning first and again in 4 hexes, it hasn't been a problem.
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Post by coldsteel on Apr 6, 2011 18:58:39 GMT -5
Larry, you have a bigger gaming surface. My mat is 4'x5'. Not much room to maneuver and most games boiled down to the colonials charging straight ahead. Played on my CY6 mat with 1 1/2" hexes and the game played much better. My new, larger space mat with 1 1/2" hexes should be here any day now.
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Post by warchariot on Apr 6, 2011 22:12:58 GMT -5
Yeah i wonder about the size. We would like to expand a little to a 12x6, but that would mean clamping on to our table some kind of extention. Also we would need another mat for the extra space so we haven't at this point.
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Post by irishthump on Apr 7, 2011 4:10:32 GMT -5
Thanks for the insight guys...
At the moment, I'm using a roughly 3' x 4' mat with 1.25" hexes. When only using a coupe of ships the mat seems pretty vast. (I've ordered a Hotz mat with 2" hexes.)
I think my problem was that I was concentrating too much on trying to hit the Colonials head-on. The missiles would miss by a hex or too with meant that they needed to make a wide turn to come back around behind the Battlestar. This would take a couple of turns and by then the game was usually over!
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Post by TheDreadnought on Apr 7, 2011 8:20:34 GMT -5
Exactly. You don't aim the missiles at where the target is. . . you aim them at where the target will be.
Or. .. you aim the missiles at where you don't want the other player to go, and use them to corral him.
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Post by warchariot on Apr 7, 2011 9:25:22 GMT -5
Exactly. You don't aim the missiles at where the target is. . . you aim them at where the target will be. Or. .. you aim the missiles at where you don't want the other player to go, and use them to corral him. Or you flood an area(s) where he needs/has to go and then wait for him a strip all his fighters off to fight missiles, then jump'em with your fighters. The one thing we have missed in this discussion is the role of combined arms. The fighters and missiles must work together on the Colonials, where the Colonials need them to defend long enough to bring the KKWs into play.
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daniel
Lieutenant Commander
Posts: 110
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Post by daniel on Apr 7, 2011 12:27:52 GMT -5
Or you flood an area(s) where he needs/has to go and then wait for him a strip all his fighters off to fight missiles, then jump'em with your fighters. Jump his fighters or jump his heavies?
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Post by warchariot on Apr 7, 2011 14:11:31 GMT -5
Haevies is what I would said, but taking out the fighters is good for getting missiles into the heavies.
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